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Its cousin function, the Hyperspace Connector, is probably next once I'm satisfied that the current setup is stable. I may also have a means of bypassing the annoying air raid klaxon message but I'll make no promises on that quite yet. The Connector is probably going to require delving into customizing the GUI, though, since to feasibly use it will require a better presentation of options than the default Stellaris event popups.
The lead I had on the message thing turned out to be a dead end, or at least a far, far more difficult end than I can wrestle with at the moment. Right now (after I actually play the game for a bit and see how the Connector feels in real use) I'm going to focus energy on the eldritch magic of Custom GUI work, something I would then apply to all of the mod's presentation.
After that, we'll be looking at a polish pass for mechanics/costs of things (please provide feedback) and then it'll be time to look into the Suppression Obelisks, cheap on/off megastructures that will suppress Augur modifications to that system and that will open the door for me to maybe introduce mechanics that respect things like the Gigastructures Maginot World.
food for thought anyway good mod 10/10
Next thing I want to implement is a Truncator addition for full system isolation. Requires Truncator (duh) and Jump Drives (so if you don't have Connector at that point you can still leave without rolling dice on a Dowser). That's going to wait a bit so the mod can rest and more feedback can come in and we don't get update fatigue.
Before I get to messing with jump/augur suppression possibilities I want to do a pass on how everything is working. I have random thoughts but I have to test out stuff and also see what people think so I don't jolt the overall experience of using the mod.
One consideration I have is turning the Augur into an uncustomizable ship like Science Ships and Constructors, and having it hopefully auto-upgrade the beam with technologies. I have to see if that actually works. If it does I may also shrink the ship down to a science vessel chassis.
With that comes a discussion of the fleet cap for Augurs. I've already tested and confirmed that you can run multiple in tandem without any more hiccups than you'd get from having a bunch of science ships triggered events together, so it's possible. I'm thinking a maximum cap of 3 is where I'll leave it, though, because system/hyperlane alteration really slows things down late in the game, especially on larger modlists.
The costs of everything also need to be run through. They were arbitrary when I made them in 1.0 and went "oh I'll adjust them later"... and then just continued with them in 2.0. Energy is a weird thing because empires often tend to either be overfull on it or bankrupt of it; the former means Augurs Go Brrrrr and latter means sadfase no pewpew for youyou. I have no strong opinion on anything to change it to (other than avoiding a custom resource).
Other things I've considered: Random Systems and Treasure Systems. Maybe Random Treasure Systems, even. Lots of directions this could go and nothing exactly solid on what I want to do with it, though.
Binaries and Trinaries will be coming. I'm back on the "I don't think I want to do O-class stars" train, though, if just because I don't want to trivialize the effort put into the Stellar Manipulation mod. You can already just print new systems and suck those up to make your Os through that process without me having to actually bite the bullet and involve interoperability with another mod.
That's today's stream of consciousness. The GUI stuff really fried my remaining two brain cells good, you may have noticed, but we got to something workable. Now for a rest, some playing of the game, and figuring out where to go next.
This might be asking too much, but have you considered adding an improved version of the hyperspace augur beam to Ancient Cache of Technologies mod?
In that mod you can get improved, delta and alpha versions of the colossus weapons so something like that for this mod would fit really well if both mods are together.
I'm avoiding forced interoperability with other mods at this point because I am so slow on updates. This is meant to passively complement runs with things like Gigas and ACOT and both those mods update either often or bigly and I don't want things breaking when I don't have time to look at them.
I'm still thinking on raising the cap but making Augurs uncustomizable. Testing that's on my "when time and ambition permit" list (which is probably after Overlord releases).
The tech branch is rejigged a bit now too. The Connector and Truncator are now the default tools of the Augur unlocked with the initial tech (which makes more lore sense and wasn't that way from the beginning primarily because they were the most recent additions to the mod). The costs of operations have been reduced, some slightly and others more dramatically (truncate/connect went down to 2.5K from 10K). This in combination with the increase in speed and fleet cap for Augurs is meant to encourage some more hyperlane sculpting.
Two new operations have been added based on suggestions. The Isolator cuts of all hyperlanes to the system, for when you want a quick total detachment (think L-Gates about to open and dump a swarm on you). The Advanced Bore runs the same as the Bore but allows the direction to be specified at cardinal/intercardinal directions. There's a bit of wiggle on the exactness (5 degrees in either direction is what I arrived at, anything more felt bad). I was also going to allow some range specification, but Advanced Bore by itself already takes up more event code than everything else in the mod combined so I shelved that for a future refactor when I have brain juice to figure things out on a new interface for the whole thing.
Everything is nominally good but I'm going to sit on pushing 2.4.0 until Overlord comes out because of how sweeping the changes are. I also want to take a look at how the new catapult actually functions and see if I can get some ideas from that (Hypertrav 3.0 with a mother megastructure that can target its operations? Who knows.)
The next big patch for this is a refactor of the system generators to try and make it more easily extensible, and that's one of the things the refactor will enable me to do more easily.
The plan in my head is to have random unlock with the initial Dowsing tech and be the true early-tech discount choice. This would yield any of the current star types as well as binary/trinary systems (which would have their own force-spawn categories too, but would be more random by necessity).
I'm going to let Paradox stabilize 3.4 a bit more before jumping into that though. There's also a full rework of the UI planned as part of these changes so I can better present and fit all the options without making people click through a bunch of events to select each parameter (the ultimate goal here being an Advanced Bore implementation with direction and distance parameters). I'm not good with UI so I'm trying to learn how everybody else does their UI stuff before jumping into that mess.
In the meantime, with the next bump there's a new feature in the pipeline: Lifesigns Dowsing and Boring.
In function, you will have a new "star type" you'd look for. Instead of specifying the class of the star, you are instead seeking a nearby system with signs of life to connect. What does that mean? The newly connected star will be occupied either by space fauna (Tiyanki, Amoebas, Drones, Clouds, Crystals) or will have a planet inhabited by a primitive civilization.
The fauna category will no doubt provide some fodder for the new Cordyceptic Drones. It also helps out people running things that require contact or analysis of the fauna (e.g. I really like the ESC crystal weapons and have awful luck first contacting crystals before the AI empires get to them).
The primitives of course are for Necrophages and other folks with uses for them. Like roleplaying a benevolent ascended nation that uplifts species and helps them get started in the larger universe? Or maybe you're just a really, really Determined Exterminator? Either way, we've got you covered.
I'm still debating how much control people will have on what they get. One thing I'm not allowing is for this to work on the Advanced Bore. You take lifesigns where you can find them, right?
What do you mean? Are you saying only the more basic ones can do it? Why? That honestly doesn't make much sense to me.
Currently the bulk of the mod's file size is the Advanced Bore, because each star type and direction is its own generation subevent. I know there has to be a better way to do this with some saved parameters, but I don't have the mental energy to work it out currently.
The eventual dream is having one menu for the system generators where you specify the star type, direction, and distance all at once and it calculates the cost from those parameters and you fire it.
On the back end it'd be a rewrite of how system generation is called that should make things happier with mods that change up vanilla system generation (right now I mostly use my own initializers for the non-exotic stars and I'd like to change it to full vanilla as part of this).
In this first iteration the direction is selectable, just like the Advanced Bore, but the distance goes from far to very far at a range of 100 to 200 units (compare to the normal Dowse/Bore range of 10 to 40, or the Connector's reach of 60). It would get very annoying very quickly putting in event code for a more granular range control so that isn't in, but this will definitely get some range options in the future.
I have an idea on something I can do for the advanced interfaces that's a median solution to my dream version. Also I think things are getting complicated enough that we may need a startup config so people can disable things they don't want.